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Apolyton Civilization Site
The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Originally posted by Nightlifter
can alpha.txt be modified so that missiles can have special abilities? and if so, could the blink displacer be used to bypass the flechette defense system?
If you define a missile unit in the #UNITS Section of the alpha(x).txt file you can then give it the nerve gas special ability, and this works splendidly. Blink Displacers I've never tried before though - just too late in the game I suppose.....
D had blink displacers(or was that Diss. Waves) available very early in the january challenge on predesigned units, which was cool. Maybe the bad guys will be sporting Blink Missiles next time around...?
if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
Originally posted by Chaos Theory
There is no "nil" armor listed in alphax.txt. Note this is distinct from "No armor".
OK, so how do you generate an armor rating of 66 then? Is it similar to the bug whereby if you assign an NL a weapon class higher than 2 it'll automatically default to a weapon class of 3?
Originally posted by Darsnan
OK, so how do you generate an armor rating of 66 then? Is it similar to the bug whereby if you assign an NL a weapon class higher than 2 it'll automatically default to a weapon class of 3?
D
What I did was:
Generate a scenario with a normal alphax.txt. Create a unit with pulse-3 armor. Save the scenario.
Change alphax.txt, setting the prereq for pulse-3 to "Disable".
Reopen the scenario. The unit will be fine. Go to the design workshop for the controlling faction and pick the pulse-3 design. Click on its armor, and then click on one of the many grayed-out armors. The armor is now "-nil-", which for some reason has strength 66 (it works in combat!).
Originally posted by Darsnan
Since when are naval vessels penalized for a rush attack!?!
I've noticed that sometimes, when an artillery unit bombards while in range of another artillery unit, the other artillery unit gets to make an attack of opportunity after the bombardment. The bombarding unit has already moved and so has 0 moves remaining, but counts as the attacker against the other artillery unit, and so suffers a 100% hasty penalty.
Originally posted by Senethro
Your first image is broken on my comp (my fault :P). But it shows CE at 0 years research left?
Exactly. It also says Tech cost: 27 ; Tech accumulated: 27.
I didn't take over any base. Perhaps this is what happens when you get the exact number of points required for a breakthrough.
Originally posted by Senethro Also, excess research points at the city that discovers the tech are lost.
How does that work? Is technology added base by base?
Exactly. It also says Tech cost: 27 ; Tech accumulated: 27.
I didn't take over any base. Perhaps this is what happens when you get the exact number of points required for a breakthrough.
How does that work? Is technology added base by base?
This is a bug that most players have experienced at one time of another,. Basically it seems that if you do something that adds some research points to your total DURING the playing portion of your turn (like popping some pods), you will never get the discovery until the next turn regardless. It seems that the game checks for new discoveries during the build/upkeep portiopn of your turn and not thereafter. I believe but am not certain that your first base's research will be lost in this situation if the game adds base research , checks, adds base research checks ( I don't beleive the game checks if a discovery should be made BEFORE it applies the first base's research points). THis bug seems to occurr even if you EXCEED the required tech cost number.
This bug CAN be experienced anytime but is most frequently observed in the early game when research costs are so low that popping a pod can make a difference.
WRT research generally
If tech cost is 500
Current points is 400
Next base contributes 350
Only 100 will count-- Any research, from THAT base, in excess of that required to make a discovery is lost.
Thats why in a OCC you can never research more than one tech a turn. Its also why you would probably have been smart to turn down your research rate in the above example or switch a number of your specialists to cash producers for a turn in that first base
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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